HeavenStudioPlus/Assets/Scripts/GlobalGameManager.cs
minenice55 a48ecff2e8 editor input locking fix (#175)
* fix keyboard input locking

* add build date auto-generation script
2022-10-13 12:20:48 -04:00

160 lines
5.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
using DG.Tweening;
namespace HeavenStudio
{
public class GlobalGameManager : MonoBehaviour
{
public static GlobalGameManager instance { get; set; }
public static string buildTime = "00/00/0000 00:00:00";
public static int loadedScene;
public int lastLoadedScene;
public static float fadeDuration;
public GameObject loadScenePrefab;
public GameObject hourGlass;
public static string levelLocation;
public static bool officialLevel;
public static int CustomScreenWidth = 1280;
public static int CustomScreenHeight = 720;
public static readonly (int width, int height)[] DEFAULT_SCREEN_SIZES = new[] { (1280, 720), (1920, 1080), (2560, 1440), (3840, 2160)};
public static readonly string[] DEFAULT_SCREEN_SIZES_STRING = new[] { "1280x720", "1920x1080", "2560x1440", "3840x2160", "Custom" };
public static int ScreenSizeIndex = 0;
public static float MasterVolume = 0.8f;
public enum Scenes : int
{
SplashScreen = 0,
Menu = 1,
Editor = 2,
Game = 3
}
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
public static void Init()
{
BasicCheck();
loadedScene = 0;
fadeDuration = 0;
/*GameObject ui = new GameObject();
ui.AddComponent<SpriteRenderer>().sprite = Resources.Load<Sprite>("tempBuildUI");
ui.GetComponent<SpriteRenderer>().sortingOrder = 1000;
ui.layer = 5;
ui.name = "tempBuildUI";*/
}
public void Awake()
{
Init();
DontDestroyOnLoad(this.gameObject);
instance = this;
Starpelly.OS.ChangeWindowTitle("Heaven Studio DEMO");
QualitySettings.maxQueuedFrames = 1;
PlayerInput.InitInputControllers();
#if UNITY_EDITOR
buildTime = "(EDITOR) " + System.DateTime.UtcNow.ToString("dd/MM/yyyy hh:mm:ss");
#else
buildTime = AppInfo.Date.ToString("dd/MM/yyyy hh:mm:ss");
#endif
}
public static GameObject CreateFade()
{
GameObject fade = new GameObject();
DontDestroyOnLoad(fade);
fade.transform.localScale = new Vector3(4000, 4000);
SpriteRenderer sr = fade.AddComponent<SpriteRenderer>();
sr.sprite = Resources.Load<Sprite>("Sprites/GeneralPurpose/Square");
sr.sortingOrder = 20000;
fade.layer = 5;
return fade;
}
public static void BasicCheck()
{
if (FindGGM() == null)
{
GameObject GlobalGameManager = new GameObject("GlobalGameManager");
GlobalGameManager.name = "GlobalGameManager";
GlobalGameManager.AddComponent<GlobalGameManager>();
}
}
public static GameObject FindGGM()
{
if (GameObject.Find("GlobalGameManager") != null)
return GameObject.Find("GlobalGameManager");
else
return null;
}
public static void LoadScene(int sceneIndex, float duration = 0.35f)
{
print("bruh");
BasicCheck();
loadedScene = sceneIndex;
fadeDuration = duration;
// DOTween.Clear(true);
// SceneManager.LoadScene(sceneIndex);
GameObject fade = CreateFade();
fade.GetComponent<SpriteRenderer>().color = new Color(0, 0, 0, 0);
fade.GetComponent<SpriteRenderer>().DOColor(Color.black, fadeDuration).OnComplete(() => { SceneManager.LoadScene(loadedScene); fade.GetComponent<SpriteRenderer>().DOColor(new Color(0, 0, 0, 0), fadeDuration).OnComplete(() => { Destroy(fade); }); });
}
public static void WindowFullScreen()
{
Debug.Log("WindowFullScreen");
if (!Screen.fullScreen)
{
// Set the resolution to the display's current resolution
Screen.SetResolution(Display.main.systemWidth, Display.main.systemHeight, FullScreenMode.FullScreenWindow);
Screen.fullScreen = true;
}
else
{
Screen.SetResolution(1280, 720, FullScreenMode.Windowed);
Screen.fullScreen = false;
}
}
public static void ChangeScreenSize()
{
FullScreenMode mode = Screen.fullScreenMode;
if (ScreenSizeIndex == DEFAULT_SCREEN_SIZES_STRING.Length - 1)
{
Screen.SetResolution(CustomScreenWidth, CustomScreenHeight, mode);
}
else
{
Screen.SetResolution(DEFAULT_SCREEN_SIZES[ScreenSizeIndex].width, DEFAULT_SCREEN_SIZES[ScreenSizeIndex].height, mode);
}
}
public static void ChangeMasterVolume(float value)
{
MasterVolume = value;
AudioListener.volume = MasterVolume;
}
void OnApplicationQuit()
{
Debug.Log("Disconnecting JoyShocks...");
PlayerInput.DisconnectJoyshocks();
}
}
}